Increased all thrust outputs for all engines, boosters, and maneuvering thrusters.

Adjusted the base price of all resources to reflect value of goods and rarity.

Increased range of sensors.

Increased max possible number of satellite objects around planets

Increased mining yield chance for all mining lasers to 75, 80, 85, and 90% from lowest to highest.

Significantly increased weapon damages across the board

Reduced missile launch fire rate. there will be a longer delay between fire sets.

Doubled the health of Kinetic Field Generators.

Doubled Reactor output

Doubled Capacitor Recharge rate

Tweaked galaxy generation so that system links are a little closer together.

Fixed

Fixed name reversal for Drone Launch Platforms

Fixed name reversal for Drone Enhancers

Fixed a huge miscalculation with the way modules stats were scaling. As a result they have less capacity, so subsystems should fit their corresponding modules better, and overall mass will be much less resulting in making it easier to make ships faster.

Kinetic Void

4

28

v1.0.3 Patch

3. des, 2014

v1.0.3

Changed

Adjusted pricing curves for buy and sell to make trade more profitable

Temporarily disabled the “game guide” this was a holdover from before we had the active tutorial system and it needs to be updated.

Fixed

Corrected an issue with placing mirrored objects that became disconnected from the main ship and unable to clear them.

Fixed ghosted parts while placing them in mirror mode.

Fixed issue with asteroids spawning on top of each other and in greater numbers than needed.

Kinetic Void

5

23

v1.0.2.1 Hotfix

1. des, 2014

Alright everyone, we found the last second issue from last week. The patch is now live.

v1.0.2.1

Added

Added bonus relationship change in the bounty rewards message.

Added Faction Log info for when an enemy ship is destroyed which faction(s) relations are increased.

Changed

Changed the missions display log to show if you are working for a faction, and if there is an enemy faction that needs to be dealt with.

Adjusted the amount of reputation gained from missions when working for a faction.

Scene lighting update

Increase the amount of positive reputation acquired with the sector’s faction when destroying a bounty ship.

Changed how the workshop thumbnail backgrounds are taken. This should correct the issue that some people were having with the strange backgrounds once the ship was uploaded.

Fixed

Fixed an issue where if you created a new Galaxy with random parts and then exited to the main menu and reloaded that Galaxy all parts would be wiped from your station.

Fixed Mining Drones not getting within their firing range when told to mine.

Fixed an issue with the wreckage points not always dropping parts of the destroyed ship.

Fixed a bug where Faction Relations would not update timely causing it to appear as no reputation was being gained. Relation changes via combat will now appear instantly.

Fixed a bug with the Map that would allow it to change sectors without the Micro Warp Drive being enabled.

Fixed an issue with the shader used on ships.

Kinetic Void

3

18

v1.0.2 Patch

26. nov, 2014

v1.0.2

Added

Added bonus relationship change into the bounty rewards message.

Added Faction Log info for when an enemy ship is destroyed which faction(s) relations are increased.

Changed

Increase the amount of positive reputation acquired with the sector’s faction when destroying a bounty ship.

Changed how the workshop thumbnail backgrounds are taken. This should correct the issue that some people were having with the strange backgrounds once the ship was uploaded.

Fixed

Fixed an issue where if you created a new Galaxy with random parts and then exited to the main menu and reloaded that Galaxy all parts would be wiped from your station.

Fixed Mining Drones not getting within their firing range when told to mine.

Fixed an issue with the wreckage points not always dropping parts of the destroyed ship.

Fixed a bug where Faction Relations would not update timely causing it to appear as no reputation was being gained. Relation changes via combat will now appear instantly.

Fixed a bug with the Map that would allow it to change sectors without the Micro Warp Drive being enabled.

Kinetic Void

2

19

v1.0.1 Patch

21. nov, 2014

v1.0.1

Added

New procedural missions.

Changed

Updated the ships texture atlas

All subsystems now have proper names

Module Count warning’s have been raised.

Lava planets atmosphere has been brought inline with the visuals of other planets

Fixed

Fixed a radar issue where when a faction would become hostile their already spawned ships radar icons would not change over to red.

Fixed an issue with the target lead indicator, when switching out of manual fire mode the target lead would stay visible.

Fixed an issue with the hardpoint count not recalculating till after you opened the subsystem manager.

Fixed issues with mission waypoints not triggering properly.

Fixed issues with mission faction handling.

Background stars are now visible again.

Kinetic Void

1

25

Kinetic Void v1.0 Release

21. nov, 2014

Today marks the release of Kinetic Void, we have officially completed all listed features planned from development. This however is not the end of development for Kinetic Void! We have a long list of additional features we want to continue to add to the game and release in monthly content updates. Check them out here.

The public release of the mission editor will be out in a couple days as well as workshop support for it.

I want to thank everyone that helped make this possible, our Kickstarter backers, and our Steam Early Access community, we couldn't have done this without you. Rest assured there is more to come but at this point we feel that we have grown past the point of Early Access.

Thanks again!Badland StudioKinetic Void Development Team

Kinetic Void

10

23

D15.3 Patch

19. nov, 2014

D15.3

Fixed

Fixed a radar issue where when a faction would become hostile their already spawned ships radar icons would not change over to red.

Fixed an issue with the target lead indicator, when switching out of manual fire mode the target lead would stay visible.

Fixed an issue with the hardpoint count not recalculating till after you opened the subsystem manager.